The Voice wrote:This map is incredible. What a unique concept. Thank you for creating it!

Thanks =)

The Voice wrote:Quick question: I read in an earlier post that the bonus glitch will be fixed and the crews will be a +2 autodeploy. Is there a date when this new XML will be implemented?

Very soon.

Changes will be....

- Car (fuel, tires, engine) start 2 neutral- Crews Autodeploy 2- Bonuses for combos (jacks & tools) and (fuel,tires, engine) set to their bonus per combo not for every piece of equipment.- Max number of crews in in 2 or 3 player is 2 each player.

Possible addition

- Car (fuel, tires, engine) assaults corresponding pit crew

I just updated the map graphics but we have one more tweak to the XML then it can be rolled out.

=D=

Last edited by dolomite13 on Sun Apr 14, 2013 7:34 pm, edited 1 time in total.

Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!

jmcm wrote:Question (and I hope this hasn't already been asked - i just came in at the end trying to understand the pit equip bonus and why it seemed different than said)

For the pit equip bonus, do you have to have one of each in the same row or just any one of each?eg, must you have fuel A, tires A, engine A? or can you have fuel A, tires B, engine C?

thanks! fun map

It should be "fuel A, tires B, engine C" or any combo like that ... one from each type ... currently its bugged and giving +3 for holding a single fuel or single tires or single engine ... this will soon be updated.

=D=

Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!

hate to be a downer, but I tried this map with a few friends, and it seems like a really bad "if you go first, you win" map. Too easy to load up a ton of bonuses in round 1 (cars) and if the neutral 2s on fuel/tires/engine pit equipment put up any kind of a fight, Player 2 has very little chance to erase them, much less grab any bonus for himself.

scottp wrote:hate to be a downer, but I tried this map with a few friends, and it seems like a really bad "if you go first, you win" map. Too easy to load up a ton of bonuses in round 1 (cars) and if the neutral 2s on fuel/tires/engine pit equipment put up any kind of a fight, Player 2 has very little chance to erase them, much less grab any bonus for himself. my .02

Pit equipment bonuses are bugged and there are some tweaks to the map coming that will address those issues.

The only thing that still concerns me a bit is the neutrals on "pit row" and "winners circle" I almost feel that pit row is too high and winners too low but won't make any decision on that till we see how the changes we have in the pipeline work out.

=D=

Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!

I am too a little ... but I really want to see how the dynamics change when you get no bonus for equipment unless you have the set. I pretty much think that the track will become the focus and the pit equipment wont become a pile of forces that are trapped persay.

However the amount getting stuck on pit equipment is concerning ... and we may still need to do something with conditional borders that lets you attack the pit row from pit equipment when you control all 3 of one type of equipment ... that would open it up a bit but only really be useful for escalating type games when it could help you get back in the race.

=D=

Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!

Food for thought: On the subject of the name, "Conquer 500" might be better than "The Conquer 500" because it will then be ordered in the C's. I wish I had been present to recommend this with The Citadel. Or maybe I should lobby for any map with The at the beginning of the title will be ordered by the 2nd word in suggestions.

Am in the middle of an 8 person standard game, chained, fog, trench. General consensus is that none of us will ever play this map again. I'm stuck with 3 regions - all on my car. Lost my Hat a couple of turns ago and as a result, I can't attack anybody - so I've reached a dead end. I'm waiting to die. I get 8 troops each turn, -1 in each territory so I'm building stacks I can't use. There are three of us in the Chat asking to be killed. Kind of sad really. That may be our own fault - it's no spoils, so there is no motivation to take us out of our misery, but I just can't get past the idea that I have troops and cannot attack.

This is map is overly complex & confusing. Maybe it's great for some people, but unless you simplify the rules it won't get much repeat play.

And keep in mind none of us that are playing it are newbies. . . . .

Cool idea, and a great looking map, just not playable. IMHO of course.

Buffaloed wrote:Am in the middle of an 8 person standard game, chained, fog, trench. General consensus is that none of us will ever play this map again. I'm stuck with 3 regions - all on my car. Lost my Hat a couple of turns ago and as a result, I can't attack anybody - so I've reached a dead end. I'm waiting to die. I get 8 troops each turn, -1 in each territory so I'm building stacks I can't use. There are three of us in the Chat asking to be killed. Kind of sad really. That may be our own fault - it's no spoils, so there is no motivation to take us out of our misery, but I just can't get past the idea that I have troops and cannot attack.

This is map is overly complex & confusing. Maybe it's great for some people, but unless you simplify the rules it won't get much repeat play.

And keep in mind none of us that are playing it are newbies. . . . .

Cool idea, and a great looking map, just not playable. IMHO of course.

A few things will be updated when the new XML is sent live, and hopefully can fix some of these problems. But remember: Not every map is playable with every setting. Trench might not be the greatest setting with this map, and with no spoils that might make it even tougher.

Buffaloed wrote:Am in the middle of an 8 person standard game, chained, fog, trench. General consensus is that none of us will ever play this map again. I'm stuck with 3 regions - all on my car. Lost my Hat a couple of turns ago and as a result, I can't attack anybody - so I've reached a dead end. I'm waiting to die. I get 8 troops each turn, -1 in each territory so I'm building stacks I can't use. There are three of us in the Chat asking to be killed. Kind of sad really. That may be our own fault - it's no spoils, so there is no motivation to take us out of our misery, but I just can't get past the idea that I have troops and cannot attack.

This is map is overly complex & confusing. Maybe it's great for some people, but unless you simplify the rules it won't get much repeat play.

And keep in mind none of us that are playing it are newbies. . . . .

Cool idea, and a great looking map, just not playable. IMHO of course.

A few things will be updated when the new XML is sent live, and hopefully can fix some of these problems. But remember: Not every map is playable with every setting. Trench might not be the greatest setting with this map, and with no spoils that might make it even tougher.

I agree with Gilligan...

Although we may need another change to allow people to get the armies out of the pit equipment for the same reason we are changing the car gauges to assault your pit crew ... I wonder if all pit equipment should be able to assault pit row ... sort of makes sense and would give a way out although not back to you crew for armies stuck there.

This is a very complex map and may not see a lot pf repeat play on certain settings ... I find I am personally hating nukes ... also not a big fan of no spoils thus far.

=D=

Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!

Ahhhh. Thank you obi-wan, this padawan learner is grateful for the guidance.

I can appreciate that our experience would be substantially different if we lifted the fog. Trench is always challenging, but might be OK on this map. I don't think no spoils is an issue, and there are lots of opportunities to get spoils, and part of the fun could be figuring them out.

I think what prompted my email was the fact that I'm stuck in a place where I can't attack, and that seems to be a bug. I won't turn this in to a conversation about adding a "surrender" or "suicide" button, but it's pretty frustrating to be building stacks and not be able to use them. It will be interesting to see how many turns it takes for the winner to become strong enough to take out the stragglers - there are several of us in the same position.

As I said in my previous post, it's a cool map - just not my cup of tea. I'm sure there will be plenty of players that love it. We do, after all, tend to gravitate towards our favorites.